Huge Dragon, Lawful Good
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
Saving Throws DEX +5, CON +12, WIS +6, CHA +10
Skills Arcana +8, History +8, Perception +11, Stealth +5
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Auntyrlothtor fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Auntyrlothtor can use his Frightful Presence. It then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of Auntyrlothtor's choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of his turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Auntyrlothtor's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). Auntyrlothtor uses one of the following breath weapons.

Acid Breath. Auntyrlothtor exhales an acidic blast in a 60-foot long, 5-foot wide line. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. Auntyrlothtor exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. Auntyrlothtor magically polymorphs into a human of specific appearance that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Auntyrlothtor's choice).

In a new form, Auntyrlothtor retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and all of his ability scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

Auntyrlothtor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Auntyrlothtor regains spent legendary actions at the start of his turn.

Detect. Auntyrlothtor makes a Wisdom (Perception) check.

Tail Attack. Auntyrlothtor makes a tail attack.

Wing Attack (Costs 2 Actions). Auntyrlothtor beats his wings. Each creature within 10 feet of Auntyrlothtor must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Auntyrlothtor can then fly up to half his flying speed.

Description

Auntyrlothtor, brother of Quituryte, is an adult steel dragon and one of the founders of The Confluence. When The Confluence first formed, Auntyrlothtor saw Waterdeep as a place of refuge for his brethren and reached out to others of his kind scatted throughout Faerûn and beyond, and convinced several of them to relocate to Waterdeep.
    While most steel dragons don’t have typical treasure hoards, Auntyrlothtor is a collector of fine art and owns a gallery in Trades Ward called The Steel Gallery. He does not ‘hoard’, but rather ‘collects’ the finest pieces around, often selling and buying to his current tastes. While he has a variety of art in his collection, he is most fond of exquisite steel sculptures of humanoids, but also enjoys many other artworks with predominantly metallic colors.
    Auntyrlothtor is rather disinterested in the never-ending day-to-day threats around Waterdeep, but is ready to react at a moment’s notice to help the other hidden dragons of the city if needed.
    He is a rather aloof to most Waterdavians unless they show an appreciate for art or  artists themselves. He does have a particular affinity to members of the Jester’s Guild and is a guildmaster. He can sometimes be found helping guild members on artistic set designs for local shows in various theatres around Waterdeep.
    Over the years, Auntyrlothtor has established himself in several cities, staying in one for 20-30 years or until the locals get suspicious that he’s not aging. He thus rotates cities and returns after memory of him has long faded.
    Lair. Auntyrlothtor’s ‘lair’ is spread across several cities. He currently spends most of his time in his art gallery in Waterdeep, but has a similar one in Calimport and smaller galleries in other major cities across Faerûn.  
    Tying into Waterdeep: Dragon Heist. Auntyrlothtor often commissions Avi and Embric, owners of Steam and Steel in Trollskull Alley to make decorative weapons or armor to display in his gallery. They are not aware of Auntyrlothtor’s true identity but suspect he doesn’t age as other humans as Embric has contacts in Calimport who’ve describing knowing the same man for over a century ago. Auntyrlothtor may also be interested in purchasing some of the paintings found by adventurers.

Group Patron

Auntyrlothtor is always open to the idea of using new adventurers as scouts in search of new and unique art works.  

Perks. Parties with Auntyrlothtor as their patron might receive the following perks:

  • Safe Storage. You are able to find a safe house in any city large enough to support an art gallery by mentioning you work for The Steel Gallery, which can be used to store any valuable art you may have for long periods of time, or as a place to lay low in for short periods.
  • Appraiser. You have an eye for art and have learned to negotiate from the best. You have advantage on any ability check to determine if the artwork is a fraud. When it comes to buying and selling art to anyone other than Auntyrlothtor, you are able to negotiate an increase or decrease to the sale price, following the below chart:

Art Price Negotiation Table

d10 Price Adjustment d10 Price Adjustment
1 + / - 5% 6 + / - 30%
2 + / - 10% 7 + / - 35%
3 + / - 15% 8 + / - 40%
4 + / - 20% 9 + / - 45%
5 + / - 25% 10 + / - 50%
  • The Artist In You. Auntyrlothtor provides you a painting mentor if you'd like, teaching you proficiency in painter's supplies using the rules in Xanathar’s Guide to Everything, but at half the cost and with no risk of complication.

Contact. Auntyrlothtor’s contact in Waterdeep is Elmina Bladesemmer (LG female human Noble) of House Bladesemmer.

House Bladesemmer made much of its wealth in sword forging and designing exotic armors (some of which Auntyrlothtor believes to be beautiful artworks unto themselves). The family has a villa on the east side of Sul Street, between Delzorin Street and Rough Road in North Ward.

Agents. Auntyrlothtor is seeking art dealers across Faerûn that he can send on transport missions, art scouting surveys, rare dies and other materials collection, guard duties, and other artistic-support activities.

Lair and Lair Actions

A Steel Dragon’s Lair

Steel dragons favor large city habitats, where it frequently settles into a house or other building to blend in with the local population.

Lair Actions

On initiative count 20 (losing initiative ties), Auntyrlothtor takes a lair action to cause one of the following effects:

  • Auntyrlothtor creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • A blisteringly cold wind blows through the lair near Auntyrlothtor. Each creature within 120 feet of Auntyrlothtor must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Regional Effects

The region containing a legendary Steel dragon’s lair may be warped by the dragon’s magic, which may create one or more of the following effects; although some Steel dragons choose to actively suppress these effects to help blend in with the local population and prevent suspicions. Auntyrlothtor may create one or more of the following effects.

  • Once per day, Auntyrlothtor can alter the weather in a 6-mile radius centered on his lair. Auntyrlothtor doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of Auntyrlothtor’s or his allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
  • Given days or longer to work, Auntyrlothtor can make clouds and fog within his lair as solid as stone, forming structures and other objects as it wishes.

If Auntyrlothtor dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.


This creature was listed in Dragons of Faerûn and is featured in the DMSGuild pub titled "Dragons of Waterdeep".


 

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